I think less complicated would be to use move=attack, but have the speed with which a full-strength engagement develops and the ability of the defender to retreat early change as the game goes by. In 1821, the first few days of combat will just be cavalry skirmishes, and the defender will have a good chance of retreating with little penalty; in effect, the armies will maneuver like EU3 doomstacks. In 1921, the enemy's tanks will be in your face the moment they commit to the engagement.
Yup, I was thinking of something along the same line - make it move=attack from the start but play around with battle speed/casualty rates/frontage so that at the start it's possible to concentrate large numbers of troops on a short frontage where the battle is decided in a few days (i.e., the typical Napoleonic-era battle), and then steadily increase the frontage each unit has whilst greatly increasing their stats and slowing combat down.
Examples -
1836
An army of thirty infantry regiments (90,000 men) covers a thirty-mile front (i.e., one province), with each regiment being able to attack/defend on one mile of front with one attack/defend dice-roll. Artillery units add points to the front-line units, and cavalry add scouting points allowing better targetting and have good attack stats relative to infantry.
1918
An army of ten infantry regiments (30,000 men) covers the same thirty-mile front, with each regiment being able to attack/defend against all the enemy units opposite them on three miles of front with one attack/defend dice-roll. Tanks fill the attack role of cavalry, aircraft the scouting/raiding role, and artillery still supports units at the front.
What happens when a low tech-army attacks a high-tech one? Well, since one 1918-tech regiment attacks/defends against all the units opposite them on three miles of front, if three 1836-tech regiments attack a 1918-tech regiment, the 1918 regiment will hit all of them on each dice-roll, with much better stats, meaning the battle would result in the 1836-tech army getting massacred.
Yeah, most of the cool stuff is definitely more sequel material. As said we wont do any more expansions for V2 though so you will have to hold out for a V3 hopefully at some point. The old expansion model makes it much trickier to make smaller dlc/expansion packs as well.
V2 players are really loyal, which makes sense, there is really no other game quite like it out there, so while the game might not have been as popular as CK2, EU3, HOI3 etc i see lots of people playing it and being very visible on forums and reddit etc so doing a sequel would feel pretty safe. I think there are lots of things we could do to improve it much like EU4 and CK2 have done as well with much better interfaces and a good abstraction level without dumbing anything down. You can be sure it will contain a rethink on the market so we can get decent submarine mechanics. Submarines are awesome , but not really compatible with the current world market system.
Yeah I dont know that it fits that well and doing a switch mid-game will be confusing. Perhaps do it based on unit types so normal infantry fights as normal, tanks can perform movement is attack and artillery can not conquer but can support nearby attacks and bombard nearby provinces without movement. Just a random though.
I'm just glad you guys are actively thinking about this and don't think WW1 isn't important. I'm sure you'll have something decent if/when Vicky 3 rolls out.